Now let's go back to the Displacement extra attributes we added earlier. Make sure the Displacement type is set to Normal Displacement. Usually the default Displacement Amount and Shift values should work fine, but depending on the effect you are after, you can play with them. Enable the Keep Continuity option. This option will help the model not to "break" over the geometry edges. Disable the Filter texture option. If the effect you are after is some hard edges and/or creases, this filter map will smooth them out. So in that case it is better to keep it disabled. It is important to set the Displacement bounds to Explicit. This way you can adjust the Min and Max values to get proper displacement for your model and not get clipped by V-Ray. Regardless of what Mid point value you chose when you were exporting the displacement map, it is a good idea to preview the map and see the real pixel values in order to determine the displacement bounds. Select the Min value and set the . Then set the R, B and G to a negative value appropriate for your displacement map. Do the same for the Max value. In the case with the armour, we are using values of -5/5. The default Subdivision settings are enough in this case. We need this extra attribute to smooth out the base mesh UVs. In the Subdivision and Displacement Quality panel you can control the displacement quality by manipulating the underlying mesh's edge length. The default Edge length is 4 pixels. If you think your displacement will benefit from further subdivision of the low poly mesh, you can lower this value, but note it is on the expense of render time and RAM. We are set up and ready to render! |